Workshop Notes 
21 October 2003   (Workshop 7)

 

Material assignments

 

Use unique color and  layer combination – for example:

            level 1, color 0 assign “brick”

            level 1, color 1 assign “concrete”

 

Placement of lights within model space

Create poles on which to mount lights (use separate level, so light pole can

be turned off during rendering)

            Light placement – light is automatically placed on construction level, which is

shown in level manager as ‘Default’

 

Lumens – measures wattage – 1500 lumens approximately 70 Watt

Intensity – ratio

Cone angle – relevant to spotlight

Cell Scale- changes size of construction symbol in model for visibility, but has nothing to

 do with lumens or actual size of light source

 

 

Settings Rendering  Global lighting

            Open Solar dialogue box (by toggling arrow)

 

Intensity – can adjust ratios to make one light the dominant source

 

Settings Rendering Assign Materials

Assign Materials table – references different palettes, saves assignments of materials

 

Settings\Rendering\View Attributes

Turning off and on fog to create some distance cueing

 

Settings\Rendering\General

Save phong Shadow Maps – toggle off

Modify Fog color    (not used in Radiosity and Particle Trace renderings)

                        Near distance

                        Near Density

                        Far Density

 

Settings\ Design File\ Views

            Select Background\ background image

            C:\Program Files\Bentley\Workspace\System\materials\pattern 

  (to find jpegs for sky)

            View Attributes – toggle background on and off

 

 

 

Procedural texture files:

Go to Assign Materials dialogue box and choose proctext.pal to load procedural maps for brick, etc.

 

Settings\Rendering\Define Materials

          Begin with blank, clean slate

File\save file as (keep the same as your model name to keep things clear for yourself)

Choose New and give your material a name

Adjust Ambient, Diffuse, Specular, etc.

Choose base color,etc.

Save palatte

In Assign Materials dialogue box, select palette and assign material to object

(double clicking on image will bring you back to the Define Material dialogue box)

Define Materials

            Surface application of material stretched to entire dimensions of object

            Master Units- applies materials to master units of model

            Bump map versus Pattern map